Post by Hexenritter Verlag on Feb 9, 2018 0:56:30 GMT -5
Graal (pr. Gräl; Orc):
[Both the Graal & Saar races with be revised from these write-ups to a degree; but over all will be much the same.]
Graal are one of the “corrupted” races of Skârn, from the time of the God Kings. The Graal are actually a group of related races, they are thus: Vor’Graal or “True” Graal, are a feral barbarous race beholden to their dark God. Then there are the Ard’Graal or “High” Graal. They are close cousins to the Vor’Graal, but have rejected their old God & now worship the war-like gods of the new pantheons. They are also more self-disciplined & benign in temperament than their Vor’Graal kin.
Both the Vor-Graal & Ard’Graal rule their respective societies. Which are made up of Og’Graal or Half-Graals, who oversee the raising of Graal children & management of slaves, as well as serving in other needed professions such as warrior-mages, traders/merchants & diplomats. Saar’Khôr are smaller & more agile Graal-kin. They are often scouts, sorcerers, priests & assassins for the Graals. Og’Saar, are in turn half-Saar, they are often rangers, rogues & night-blades.
All Graal, be they Ard’Graal, Vor’Graal, Og’Graal (ect) have skin color from light olive green to reddish-brown. Their eyes run from green to black, with red only among arcane oriented Og’Graal, Sarr’Khôr & Og’Saar. While all Graal who have vilolet eyes are chosen by the Gods & serve then from the time they are whelps, when they begin their training. All Graal love tattoos, piercings & jewelry (except for the Vor’Graal).
• Vor’Graal (pr. Vor’Gräl): are tall & mighty of build. They have a more beast-like visage than other Graals & are prone to blood lust & berserker rages. They live in rough tribal societies where might equals right. Those lesser Graal who live in Vor’Graal society are often just as wicked their Vor’Graal kin. Vor’Graal, like their Ard’Graal kin, cannot tap into arcane magic but can do so with divine magic thus become shaman.
• Ard’Graal (pr. Ard’Gräl) are tall & strong of body, but unlike the Vor’Graal kin are more “mannish” in visage. The Ard’Graal stand between 6’to 7’in height on average with solid muscular builds. Hair style is varied, depending upon the tribe. It goes from mostly shaven with a top knot to a mane of dreads. Clothing for most Ard’Graals is hides & furs, supplemented by woolens.
Ard’Graal are primarily warriors but can tap into divine magic so can become shaman (druids). Though they cannot tap into arcane magic, they can use arcane items won in battle or made by their Ôg’Graal or Saar’Khôr kin. Dueling is considered an honorable way to deal with insults & other personal disputes.
• Og’Graal (pr. Og’Gräl) are shorter & less physically impressive than their Ard or Vor’Graal kin but, are still stronger than most men. They stand between 5’5” to 6’5”in height, with a more toned yet still impressive muscular build. Their dress & hair styles match their Ard or Vor’Graal kin, depending on which society they are apart of. That also shows in their temperament. Those raised among Vor’Graal are often wicked & cruel upon their lesser. Whereas those who were raised in Ard’Graal ruled communities are albeit feral in nature, are honorable & can be kind. Also unlike their Ard’Graal or Vor’Graal kin, Og’Graal has some ability in arcane magic, but cannot become full mages yet can become talented sorcerers or witches. They are also often rangers, healers & shaman for their community.
• Saar’Khôr (pr. Sär’Khōr) are short & agile kin of Graal. They stand from 3’ to 4’ in height & have leaner toned bodies than their Graal cousins… They are more beautiful than their Ard’Graal & Og’Graal kin. Which they take great pride in their looks appearance. Their clothing is mainly made up of fine linens & when available silks, fine leathers & furs. They are great craftsmen & masters of the “subtle arts”. Though they serve Ard’Graals they live in their own communities in the lower reaches of Graal settlements/Holds. These are often subterranean complexes, called “warrens”. Which Saar’Khôr create even when living in mannish realms.
• Vor’Saar (pr. Vor’Sär) are much like their Saar’Khôr kin, except much like their Vor’Graal overlords are twisted & feral. Where Saar’Khôr value art & beauty, Vor’Saar value causing pain & sorrow. Their society is devoid of kindness, they delight in torture & developing poisons. They act as assassins, raiders & scouts for Vo-Graal society. They hate their Saar’Khôr kin & won’t pass up a chance to capture & enslave them. If that is not possible, they will try to kill as many as possible before escaping back to your lairs.
• Og’Saar (pr. Og’Sär) are smaller & more agile than Graals & men, yet taller & stronger than their Sarr’Khôr kin. Standing from 4’ to 5’ tall. Otherwise they are much like their smaller Saar kin in appearance & culture.
Fellborn (Yas’Ĉôkarim; pr. Yas’Chōkarím):
[This race is likely going to be written out of the setting as I want to get rid of 3.5-5e D&D-isms.]
The Fellborn are a fragmented society of fiend-touched folk. They are descended from the union of men & fiends. Those of the “purist” blood (those with high fiendish blood) hold high position within the overall Fellborn society. Fellborn live by the maxim “Might is Right”. Those with the power lord it upon those who don’t. This goes all the way to the slave classes. Each level above lords it upon those below them.
Magic, be it infernal in nature or hermetic is commonplace & often involves dark rites that corrupt those who use it. As ones power grows so do its effect upon the user. This leads to mutations amongst practitioners of dark magic. That, and the infernal taint of the “pit”, has infected even those who do not use these arts.
Fellborn society is split into four castes as follows (with a fifth “tribe” who has rejected their people’s dark gods & twisted ways). They are below:
• Yas’Vekarim (pr. Yas’Vekarím): They are the rulers of Fellborn society. They are the purist of infernal blood, being 1st to 3rd generation Fellborn. Their bodies are varied & show more of the taint of Ür-Tarkor. They are brutal & vile people, who delight in causing mayhem & pain. They are the nobility & warrior castes of Fellborn society. They often study the darkest magic as sorcerers & necromancers. They are also the High Priests of their infernal Gods.
• Yas’Sekarim (pr. Yas’Sekarím): Are the middle caste of lesser nobility & merchant-princes of Fellborn society, they range from 4th to 9th Generation Fellborn. Like all fellborn, their bodies & personalities vary in how their infernal taint shows itself. They are not as demonic in form, yet are more demonic than both the Yas’Xokarim & Yas’Zekarim of 10th & later generations.
• Yas’Xôkarim (pr. Yas’Shōkarím): Are the lowest of Fellborn, but above the mutants of the “corrupted”. They are freemen & women, but have less power & influence in higher Fellborn society. They serve as the merchant & skilled labor overseers. They also serve as common soldiers, lesser mages, diplomats & spies/assassins, as they can hide their infernal taint best.
• Yas’Šekarim (pr. Yas’Shekarím; the corrupted): They are the lowest of Fellborn, the mutant slave class of Fellborn society. They derive their corruption from the “tainted” soil of the “pit” in which they live & work. Unlike the other fellborn their mutations are not gifts & often grotesque in nature. The worst are little better than shambling monsters used in arena sport or escape into the outlying region where they prey upon the unlucky ones who cross their paths.
• Yas’Zekarim (pr. Yas’Zekarím): Are the outcasts of Fellborn society as they have forsaken their dark gods & fellborn society. They live in nomadic clans in wagon or river boat caravans. Like all Fellborn, they are varied in appearance because of their infernal blood. They are often persecuted by others because of their infernal blood but bear it well as it is far better than living amongst “traditional” Fellborn society. Of the other races they are only fully accepted by Saar’Khôr & Ôg’Saar.
They are avid musicians, dancers & artists. They also are skilled craftsmen & proficient magic users, who often become powerful sorcerers, warriors or shadow-magi, rangers & witches. Their wagons & boats are elaborately carved & painted. They, much like Ôg’Saar are beautiful & proud of their appearance. They dress in varied styles of clothing, but they are often died in dark colors. These cloths are commonly made of fine linen, silk & supple leather. Yas’Zekarim of both genders is fond of wearing fine jewelry, as well as adorning their flesh with tattoos & piercings.
Ssul’Lenim (pr. Ssūl’Lením):
[Another race I'll likely write out or turn into a NPC only race/culture.]
Ssul’Lenim is a race serpent blooded shape-shifter folk. They are largely human in nature but were blessed by their Gods. Their pantheon is led by Ssul’Sinistra, the Serpent queen of the earth. It also includes Ssul’Endra Goddess of wisdom, magic, writing, language & medicine, as well as her brother, Ssul’Rahziik, God of war, death, hidden knowledge & secrets. The Ssul’Lenim, are a tall race, most stand 5’5” to 7’5” at the tallest. They are also a largely slender & agile people. Their skin color is mainly olive, while the fine scales upon their heads & down their backs vary in coloration depending on their region & caste they are born into.
As shape shifters Ssul’Lenim have four forms they can use. Their main humanoid form is their natural form they are born with & revert too when they are made unconscious or die. They have scaled bony ridges upon their heads, serpentine eyes & fangs like a vampire. Their second form is a scaled, slightly elongated body, with a serpentine head & can deliver a bite attack (certain castes these bites can be venomous & deadly).
Thirdly, is the fully hybrid form with an elongated leg-less torso that ends with a long snake-like tail & a serpentine head (with bite). Lastly, they have a giant serpentine form, which is often used to escape or hide & wait in ambush to strike at an unsuspecting foe.
The Ssul’Lenim, wear mainly utilitarian clothing depending upon where they dwell. Those that live within the jungles & swamps, wear light & non-restrictive clothing in shades of green & browns. While those who live in the hidden holds, lying beneath the mountains & badlands bordering the Great Blood Desert, they wear robes and such in colors such as light brown, brick reds, burnt orange & mustard yellows. They are fond of jewelry, like rings, bracelets & necklaces.
The castes Ssul’Lenim society are:
• Ssûl’Isvidim(pr. Ssūl’Isvidím): The noble caste, high Magi, & High Priests.
• Ssûl’Lasvidim(Ssūl’Lasvidím): The Warrior caste, including warrior-mages, soldiers Templars, & Rangers.
• Ssûl’Levidim (Ssūl’Levidím): The “Shadow Caste”: Spies, Assassins, diplomats & scouts.
• Ssûl’Rinnidim(pr. Ssūl’Rinnidím; Freemen): Commoners, merchants & Tradesmen.
• Vol’Ssûl: (pr. Vol’Ssūl; Not-Ssul) Free resident outsiders.
• Vol’Rinnidim: (pr. Vol’Rinnidím; Not-Free) the slave caste.
Tar’Šuulim (Tar’Shūlím): [This race may or may not be revised or cut out, I have yet to decide. Note the Dune influence.]
The Tar’Šuulim, are a mysterious race of semi-nomadic folk who dwell in the great blood desert. They are private people who value honor & freedom. They are known as shrewd traders, valiant warriors, fine explorers & seekers of lost knowledge. They cross the desert seeking lost lore & treasure, often trading with those they come in contact with. Though they are nomadic by nature, they have fortified strongholds scattered throughout the badlands of the desert. These are the clan holds for the various Tar’Šuulim tribes. They also hold great underground reservoirs that sustain their communities & gardens.
Tar’Šuulim, are of average to tall height (5’6-6’6), often lean but toned muscular physiques. They have reddish brown skin & hair ranging from reddish brown to coal black. They have slightly larger almond shaped eyes that have a protective membrane that protects their eyes from sand. Their eyes tend to be orange to red or light brown in coloration. Those marked by magical ability have solid black eyes. This mutation grants them added vision at night but limits their day light vision unless wearing protective goggles. Tar’Šuulim, have small ears that lie close to their skulls, with a bone-like ridge running around the outer curve that stops short of their lobes.
Tar’Šuulim, are fond of tattoos & wearing jewelry. When out in the desert, they wear loose robe-like tunics over loose pants & they also wear light & supple leather boots & gloves. Tar’Šuulim, also wear elaborate protective head dress, made up a shaped cap over which a head scarf is wrapped around it, as well as their faces & necks. Their eyes are covered by goggles or masks that keep sand & sunlight from their eyes. All clothing is in reddish brown in coloration, to better blend in with the sands of their homeland.
While in their clan holds, they often wear minimal clothing. Men normally wear little more than knee length kilts & sandals. Women, wear more elaborate but suggestive clothing, except among the elders which utilitarian tunics or robes befitting their age & honored status. Also young girls & unmarried women often only wear kilts & sandals. Tar’Šuulim, are fond of arm & ankle rings. Only female or homosexual & hermaphrodites Tar’Šuulim, get body piercings.
Tar’Šuulim, are a matriarchal society, where linage is traced through the mother. Women rule Tar’Šuulim society, yet they treat their men with respect & near equality in most things. Male Tar’Šuulim, are the core laborers & warriors. They also serve as the bulk of the traders, so are the most commonly met of their race. Women serve as the core of the priesthood, tribal leadership & bulk of the magic users in their society. Men can be priests & mages, but are rarer than among woman at being called to those professions.
The Tar’Šuulim society is split into three tribes: the Sû’Keš, the Hâr’Keš & the Tar’Keš. Each tribe is divided into three clans. Each clan has control of one of the nine ancestral Holds of the Tar’Šuulim, and is ruled by the clan mother and her daughters. The clan mothers represent their clans in their tribal council. They also sit on the greater council at the annual moot of the tribes.
Family in Tar’Šuulim society is polyandrous where women often have more than one “husband”, but never more than three. Homosexuals & hermaphrodites hold a special place in Tar’Šuulim society. They serve as the bulk of the domestic labor force & are often called to serve the deities as oracles. They are also the most commonly called male Tar’Šuulim to study the magical arts. Bisexuality is very common in Tar’Šuulim society, but both full homosexual & hermaphrodites are rarer. Both male & female Tar’Šuulim often takes multiple lovers throughout their lives & taking those of the same gender is considered natural & fully accepted.
Tar’Šuulim worship their own pantheon of deities, it is one of the few that is headed by a goddess & has hermaphrodite deities. The few male deities are the gods of war, death & disease. The Tar’Šuulim pantheon is one of the last remnants of the old Tanjaran imperial religion along with the Ssul’lenim pantheon. The only other remnants to the old Tanjaran imperial religion are both the Sorcerers of Zhorim & the people of the city of Khalreb. Religion & ritual play an important part in the daily lives of the Tar’Šuulim. They pray at least twice a day if not more often. Their holidays are celebrated in elaborate multi-day festivals in all clan-holds; those who are exiled or away from them during festival time, will try to find a local Tar’Šuulim trade enclave nearby to celebrate these festivals.
Phǽrahim (pr. Phārahím; Elves): [I am not sure what changes if any I'll make to the elves of this setting.]
The Phǽrahim are “fey-touched” race that inhabit the primal forests of the world. They are seen either as tricksters not to be trusted, noble yet xenophonic rulers of the Fey or blighted reavers. They are generally manlike in form and are split into several sub-races.
• Ard’Phǽrahim (pr. Ard’Phārahím): Also known as High Elves, who rule the Fey in both the mundane and Fey Realms; and they also serve as the Knights of the various Fey Courts. Ard’Phǽrahim are a proud and arrogant race, who guard their realms with xenophobic zeal. They treat lesser Fey and Elves as little more than servants and see half-blooded Fey as an abomination to be purged from their communities when found. Ard’Phǽrahim are a tall and extremely handsome race, and have a slight nimbus that surrounds them, which is noticeable at night, especially under the light of the full moon. They dress regally in a fashion similar to the human cultures they live near. Ard’phǽrahim are extremely long lived and breed and marry for life, but are known to take lovers often prior to this. They serve the Gods of Nature almost exclusively.
• Vos’Phǽrahim (pr. Vos’Phārahím): Which are commonly known as “Rootless (Vos)” Elves, as they are from forests where their “Heart Tree” has been cut down or tainted, thus losing their link to the Fey Realms. By losing this link to the Fey lands, it has caused many to commit suicide from the grief. Those that survive often wander the world in clan based nomadic caravans much like Yas’Zekarim or live in human cities. Vos’Phǽrahim often form close ties with both Yas’Zekarim & Saar’Khôr. Vos’ Phǽrahim share much in common with their Kos’Phǽrahim kin, but are often more somber in demeanor, especially among the oldest members of their people. While the younger generations try to find joy in life, yet are often plagued by dark moods from time to time. They are the most common full-blooded Elves seen in the world. Thus, they are the parents of the bulk of the Half-Elves (Og’Phǽrahim) that populate the world. They have a deep of love music, poetry, art and dance so make up much of the Bardic Collages’ staff when encountered in such institutions. They create some of the most darkly poignant and beautiful music and art produced in the world.
Bards, warrior-mages, rangers, druids and rogues are common professions for both Vos’Phǽrahim and their Og’Phǽrahim kin. Those that take up religious callings often choose the druidic path, especially among the nomadic clans. Those who dwell in human cities often become clerics of the regional deities of where they dwell. Vos’Phǽrahim are shorter than Ard’Phǽrahim, with longer ears and have pale almost bluish tinged skin and often long black hair. Their eyes are blue, silver grey or black in color. Most people are not sure if it is their native coloration or a result of losing their connection to the Fey Realms via the destruction of their Heart-Tree (but it is caused by that great loss). Vos’Phǽrahim frequently adorn their bodies with tattoos, often infused with arcane magic.
The Vos’Phǽrahim wear elaborate clothing but with out the typical nature based motifs. Depending on if they are members of the nomadic clans or those who try to carve out a life in the smaller woodlands or mannish communities, will determine how their style manifests. Those of the nomadic clans prize a mix of colors, usually blues, purples and black, embroidered with silver thread. Those in mannish towns dress in what ever styles are common in those communities, while those who live in smaller woodlands favor earth tones, especially of green and brown of their Kos’Phǽrahim kin. Those who dwell among the humans in cities dress as their human neighbors do, but still incorporate some elfin style elements.
• Kos’Phǽrahim (pr. Kos’Phārahím): Are called Kos’Elves or “Rooted” or “Wood” elves by humans. They are much like their Vos’Phǽrahim kin in build and style of dress. The way they differ is that they are more jovial and friendly nature. Plus they are more tied to the lingering presence if the Fey lands in the mundane world. They live in wondrous cities that meld into the natural landscape of their woodland homes, which are ruled by Ard’Phǽrahim. Kos’Phǽrahim often have dealings with most races, unlike their Ard’Phǽrahim kin, as the young often travel to experience the world before coming back to their homelands and find a mate to start a family with. This is called the “season of roaming”. Many half-elves are born among these journeys, those born of Elvin mothers are often (but not always) raised by the human father or by friendly Druids or rangers, as half-breeds are forbidden in their society. Kos’Phǽrahim are often trained as rangers, bards or druids, while some choose to become sailors for a time to better see the world and its wonders.
• Og’Phǽrahim (pr. Og’Phārahím; Half-Elves): Half-Elves are uncommon in regions dominated by High Elfin society, but those found outside the dominion of the High Elves are either of the rarer Sylvan blooded kind or more commonly of Vos Elfin blooded kind. All half-elves are forbidden from entering into the Great Elfin Forests; as the High Elves see them as an abomination to be purged from the world. Any Sylvan Elf who is found guilty of having half-breeds is banished from these realms on pain of death. They and their half-blood child are stripped of their connection to the Fey Realms & the Heart-Tree, thus becoming a Vos Elf. Most Sylvan Elves that are punished so for such a “crime”, are female elves who often commit suicide in their grief. Since male Sylvan elves don’t carry children it is nearly impossible for them to be caught breaking this law so rarely punished as such. Sylvan half-elves dress and arm themselves much as the men they dwell with do. The Vos half-elves often draw from their elfin kin their personal clothing style and armament. Though they are not as somber as their full blooded kin, they do feel that there is something missing from them, unless they were born to a Sylvan Elf and discovered, they are then stripped of their connection, thus becoming newly Vos so they feel the full impact of their loss.
• Dark Elves: Dark Elves rarely enter the Wilds of Drun except to raid for slaves and war upon the Elves of Woodheart; but are found throughout Skârn. Dark elves are also known as “Rhúl” (tainted or corrupted) or “Rhúk” (Mad) elves, but call themselves “Uk-Dur” (unchained) elves. They are Vos elves of High Elfin blood. Because of their deeper connection to the fey realms, loosing this connection shatters their sanity and often leads them to fall prey to the dark gods of nature, such as Vurog of whom they honor in their dark rites. Dark elves look much like their Sylvan based Vos kin physically except they are taller and lither in build. They wear dark clothing made up of leather, often decorated with spikes, blades and death motifs. They commonly wear white and black war paint during raids or on the war path. The weaponry is wickedly crafted to create fear in their opponents and extra damage in combat. Their armor is like wise wickedly crafted but it is often heavier than what is typical for elves, with chain and plate common among the elite forces. Dark elves live in their corrupted forest homes; that are home to twisted, thorny trees and black obsidian and granite buildings, decorated with spikes, blades and death motifs much like their armor and weapons. Dark Elves take great pleasure in causing pain and mayhem among the rest of the races, especially other elves.
Hob-Goblins: [Not sure about them but likely will be NPC only unless playing a Fey based campaign.]
Hob-Goblins, who are also known as shifters by men, as they are fey shape-shifters that are aligned to animal spirits. They are not ruled by the fey courts but answer to the animal spirits they are kin to. They vary in size, shape and personality depending on what animal spirit they are linked to. The most common animal spirits and thus hob-goblin folk are: wolf folk, fox folk, boar folk, puma folk, raven folk and bear folk. Lycanthropes are descended from these people who were cursed by the mad god of beasts, Vurog.
Hobgoblins have three forms that they can shift to and from. Their primary form is a fusion of their animal and elfin forms. Their elfin form is only taken when around men, or at least those that never seen their true form or when visiting the fey courts. Their animal form is larger than normal for its kind and they can speak in that form.
• Bear folk Hobgoblins are rare and mostly solitary in nature. They are also the largest and strongest of the Hobgoblin kindred. They hibernate during winter and live near regions with large bear populations. Bear folk wear basic clothing only if they need to. They are fine crafters of mead and workers of stone. They rarely use weapons or armor, but if they do it is made of magically strengthened stone and wood or bone construction for weaponry or hide for armor. They are tall and bulky of build, but with great strength hidden under their girth. They are very hairy in both their elfin and hybrid forms. Bear folk are anti-social at best and veritably bellicose when upset.
• Boar folk Hobgoblins are found in small families and can be either very crude or belligerent when in a foul mood. When enraged they can be recklessly aggressive, often flying into berserking rages. They live in regions with large boar or warthog populations. They are short, often fat but tough people. They are fond of cooking food, brewing mead (which they rival Bear folk at) &cider, plus they enjoy raising pigs. They love pork, apples, nuts, root vegetables and mushrooms (especially morel and truffels). They wear rough spun wools and linens, plus leather goods, in simple utilitarian style. Boar folk wear scale male and use steel weapons (especially axes and hammers) they buy from Dwarves.
• Fox folk Hobgoblins are generally solitary or live in small families. They are short, lithe & very agile and quick. They are the one of the more attractive Hobgoblin folk, next to the Puma folk. They love to dress in elaborate clothing, in reds, greens, grays and white, often in plaids. They utilize small and light weaponry they buy or trade from Sylvan Elves. They rarely wear armor except in well crafted (& often enchanted) leather or wood scale of elfin make. They are the friendliest but also the most prone to mischief of hobgoblin folk. They are also the most welcome of hobgoblins in Elfin Court and mannish communities. They love to dance, sing and cook. They love cooking with honey, wine and cream, plus fresh herbs.
• Puma folk Hobgoblins are tall, leanly muscled and strong shifters. They are also the one of the most attractive of Hobgoblin kind. They are solitary in nature but can be found in mated pairs. They love to hunt and fish. They live in deep hilly forests or forested mountains, away from men. Puma folk prefer simple utilitarian clothing. They wear leather armors and use light weaponry made by Dwarves. They dislike Wolf folk, but tolerate Fox folk, of whom they share a friendly rivalry. They are known for their smoked fish and sausages, as well as their leather goods.
• Raven folk Hobgoblins are found in small “murders” or clans. They are the only other well accepted hobgoblin kind in human communities other than Fox folk. They are fond of shiny things & are well known as excellent jewelry crafters. They are fond of magic and study it when ever they can do so. Raven folk will eat most any kind of food but love bread and sweets made with nuts, seeds and honey. Of the Hobgoblin folk they often live in abandoned mannish homes or towers both, in the wilds or in towns. Raven folk rarely wear other colors than black, dark gray or deep purple. They love to play music, dance and drink, so like Fox folk are often the life of the party at any event they are invited to. They are a proud folk & can be vindictive if crossed. They only use magic and light weaponry to defend themselves.
• Wolf folk Hobgoblins are tall, well muscled and handsome hobgoblins. They are found in small “packs” clans built around the strongest alpha male. They travel in regions where wolves are common. They are a nomadic people, who are hunters and gatherers, who rarely settle down. Wolf folk and Puma folk do not get a long at all. They see all but Bear folk as weak & unworthy of respect, with the exception of Boar folk, which are seen as tough but foolish. Wolf folk only wear leathers & furs, except in armor which is often chain shirts and they often use wooden shields. They also only use short swords, axes & spears that they trade for from Orcs.
Khôss (pr. Khōss; Dwarf): [I am not sure what if any changes I'll make to my Dwarfs]
Dwarfs are short, strong & proud folk native to the mountains of Skārn; often coming into conflict with Giant-kin, as well as Vor’Graal & Vor’Saar that share the mountain ranges they call home. They stand between 3’0”-4’0” in height, with stout well muscled bodies, that go to fat at extreme old age. Dwarfs have ruddy to stone gray skin that has an almost stone-like appearance. They have eyes ranging from amber red to jade green, their hair ranges from copper red to steel gray in coloration. Dwarfs are proud of their facial hair & often wear it in elaborate styles. Those who live among humans have the most variety of facial hair, often in various styles goatees & mustaches, when not worn in elaborate beards.
Dwarfs often wear utilitarian style clothing, as it is seen as more practical. Though, they are known for their elaborate ceremonial & celebratory clothing, which rivals those of both Elves & men. Dwarfs love to work stone & metal, of which their armor & weaponry is often made. They are also fond of alchemy & are the founders of black powder & the weapons that use it. They often sell their armor & weapons to others for food stuffs, leather goods & fine sturdy woodwork. Dwarfs use heavy armor when they can afford to & still prefer traditional Dwarven weaponry of axes & hammers, though crossbows are common & so are black powder weaponry among the aristocrats & wealthy traders. Where as Dwarfs dress in a utilitarian fashion, aristocrats & merchants love to wear finely crafted jewelry in gold, silver & mithril.
Dwarfs are a patriarchal & clannish race, which is strictly structured. Though not overtly war-like or xenophobic, they are suspicious of non-Dwarfs, but have close relations with men & hobgoblins. They stir to war slowly & only if their clan holds are endangered or those they hold binding treaties with are threatened with immediate destruction. Their most common foes are Vor-Graal, Vor-Saar & various Giant-kin. Women folk are rare thus are protected as gifts of the gods. Women-folk are forbidden to be warriors & are expected to raise families, serve their clans as part of their priesthood or as the rare magi. Outcast female Dwarfs are the only female Dwarfs allowed outside the clan holds & live in human communities taking men or half-elves as mates. Male Dwarfs unlucky enough to not win the hand of a Dwarven maiden will often leave the clan hold as either a merchant, a roving craftsman or mercenary & marry are Half-Elf or mannish woman.
Og-Khōss (pr. Og-Khōss) (Urdanim or Half-Dwarves): Og’Khôss are currently uncommon, but often found in human cities living in small Dwarven enclaves. Og’Khôss are now a true-race & no matter whom they mate with (sans full-blood dwarves) they breed true; so their numbers are on the rise. Nobody knows why, but some believe it is a gift of the gods of the earth to help bolster their numbers after centuries of decline. Their patron deity is Ur’dá in the North, who is also known as Taarna or Jarra elsewhere; thus they are also known as Taarnanim or Jarranim.
Og’Khôss are about human sized (3’5”-4’5”) but are bulky & strong of build. Their coloration & appearance is like that of their Dwarven kin, except as noted & they often dress more elaborately. Male Og’Khôss rarely wear full beards preferring goatees, mustaches and/or side burns. Women Og’Khôss wear elaborate hairstyles, often shaving a portion off and/or incorporating braids or dreads. They are exotically beautiful, with full lips, ample curves and sultry almond shaped eyes.
Og’Khôss are stronger than men, but less agile & less able to master arcane magic than humans. But unlike their Dwarven kin they can do so & often meld it with the items they craft & sell. Unlike their Dwarven kin female Og’Khôss are common & Dwarfs who cannot find a full Dwarven maiden will search out an Og’Khôssite maiden. Those that do choose to stay in human cities as Og’Khôssite women refuse to live in gilded cages as their full blooded female kin do. Og’Khôss of both sexes love piercings & tattoos, and often work in those trades. They are master craftsmen & alchemist like their Dwarven kin.
Though Og’Khôss are sturdy & strong like their Dwarven kin, they get claustrophobic underground; they are not good with mining & suffer from vertigo in high places, so rarely travel in mountains or on the rare sky-ships. But Og’Khôss unlike their Dwarven kin love water & working on board ships & other water craft. But much like their Dwarven Kin, they are not fond of horses but will drive carts, wagons & chariots, of which they are highly skilled at doing. Though Og’Khôss are only fair stone crafters, they are great metal workers, jewelers and wood workers. As fine woodworkers they enjoy crafting furniture for their Dwarven kin & wooden tools & furnishings for their own. They are also exceptional crafters of black powder weaponry.
Og’Khôss get along with men, Hobgoblins, Half-Elves, Sylvan & Vos Elves, as well as Yas-zekarim. They are the most common Dwarven Folk seen travelling in the outside world. They work as craftsmen, merchants & mercenaries, as well as sailors & pirates.
Trolls and Giants: [These will likely stay as written.]
Trolls and Giants are common in the mountains of the world. Trolls frequently raid the various small villages for food and slaves. Giants raid less often than Trolls as they cultivate their own herds of giant animals and brew their own alcohol and they are less vicious as well. A powerful and cunning troll may take over a Vor-Graal, Ogre or even Vor-Saar tribe to rule. They are often smarter than Ogres, but not by much. They tend to wear little in the form of clothing or armor unlike both Ogres and Giants. Giants wear clothing typical for the region they live in, and use weapons and armor they themselves craft, where as Trolls get them as tribute from the tribes they dominate or trade for them from either Vor-Graal or Giants, for slaves.
Giants stand between 16 to 26 feet in height, where as Trolls generally stand between 9 to 12 feet in height. Trolls will often take Orc slave women as mates if they cannot find a willing Trollish female to mate with, these offspring are Ogres. The smaller Trolls will occasionally mate with mannish slave women too. The very rare Half-Trolls, who survive these births and are not eaten, are often cruel but intelligent beings often referred to as Ogre Magi.
Ogre Magi: Not all Ogre Magi are evil beings but those raised among Trollish communities are so. The extremely rare chance that a human woman who can escape and survive long enough, to give birth to an Ogre Magi and chooses to not kill it and then raise it. Then that Ogre Magi will have a greater chance at resisting its trollish blood. It is unknown why mannish blood produces Ogre Magi among Trolls.
Like their Ogre kin, Ogre Magi are tall (7-9’) and strong but unlike Ogres, they are intelligent and cunning. They often study magic, which both Trolls and Ogres cannot do. They often worship dark Gods, along with Trollish or Giant gods. Ogre Magi also love well crafted homes, clothing, armor and weapons, which they often get from Giants or Orcs in trade for slaves, services rendered (as they are a mercenary lot) or fine alcohol they take pride in crafting. Like Ogres they often keep saber tooth tigers, dire wolves or even giant spiders as pets. Ogre Magi, mate with human or orcish slaves and like their Ogre kin, they breed true, and thus the Ogre Magi population continues to grow.
Ogres: Ogres are the shortest, weakest and stupidest of Giant-kind, as well as the vilest of their race. They are said to have Trollish blood, which would account for their immense size and strength. They stand from 7 to 9 feet in height. They love to eat, thus have a thick layer of fat over their well muscled bodies. They have little hair on their bodies and bald early in life. Female ogres are rare so male ogres often take trollish or orcish females or even a mannish slaves to mate with if they cannot find a female ogre to do so with. All Ogres breed true, some sages believe it a curse or blessing from their savage gods.
Ogres wear ill treated furs and leathers for clothing and use bits and pieces of scavenged armor to protect them from harm. They arm themselves with massive clubs, stone hammers or steel weapons made by orcs, in trade for slaves. They live in abandoned, often ruined keeps or towers, or in large dank caves. They keep large cave bears, dire wolves or saber tooth tigers as pets.
Xin’yôs (pr. Shin-yōs): [I am not sure on this races fate.]
The Xin’yôs are a short and agile race of inquisitive & inventive tinkers, as well as skilled magi. They are native to the various clusters of sky-islands dotting Skârn; including Arghesōs. Xin’yôs stand between 3’5”-4’5”, they have slender but toned physiques, small egg-shaped skulls & mannish faces. Their ears are elfin in shape but longer & slightly wider. Xin’yôs eyes are almond shaped with irises that range from jade green to amber orange. Their skin color ranges from chalk white to blue-gray & their hair ranges from platinum blonde to jet black. Facial hair is rare among the Xin’yôs, but when the males do sport it, it is pointed goatees & side burns.
Xin’yôs females are only slightly curvier than males, except in their buttocks & chest areas. Xin’yôs like to wear elaborate clothing; much of which have numerous buckles & buttons on them. They prefer their clothing in blacks, blues & grays; they are commonly made of fine linen, wool & fine leathers. Tattoos & piercings, as well as jewelry is popular with both genders among the Xin’yôs.
The Xin’yôs are adventurous & have no fear of heights. They often help build & pilot sky ships & other magical flying devices, of which they love to fly. Xin’yôs also are master animal trainers, especially of avian stock. Xin’yôs are rarely warriors, though they make good warrior-magi. They are often drawn to magical & “rogue-ish” occupations often becoming magi, thieves & sky pirates. Xin’yôs never wear heavy armors or weaponry, though they are fond of leathers, short swords, cutlasses, crossbows & black powder weaponry.
Xin’yôs society is based on limited government verging on anarchy, laws mean little to them but the search for both knowledge & adventure does. Females are born three to every one male so polygamy is common, as is prostitution as sexual liberty is encouraged in Xin’yôs society. Homosexuality & bi-sexuality is also common in their society, but hermaphrodites are very rare. Xin’yôs have strong ties to the Og’Khôss, Og’Phǽrahim, Yas’Zekarim, Saar’Khôr & Tar’Šuulim communities.
Xin’yôs enjoy dance, song & drink; they are often the life of the party. They often become bards & often make up a large percentage of the membership of Bardic Colleges. The arts are also popular in Xin’yôs, especially theatre, poetry & painting. The Xin’yôs have elaborate holiday festivals in celebration of their deities & cultural festivals. Their pantheon center on lore, arts, love/lust & rogue-ish pursuits, with the ‘war-like’ gods focused on defense & dueling as war is not a large part of their culture.
Were-folk:
Were-folk are the tainted remnants of Hob-Goblin races & the victims they spread their curse to. The Hobgoblins with the loss of their connection to the Fey Realm go mad & allow the corruptive influence of Anghra warp them into a feral shadow of their formal selves. Their bodies’ changes to appear more Elfin until the full moon would trigger their change & the dire hunger it brings with it. They take up a monstrous hybrid form fusing their Elfin & animal aspects of their former linked animal spirit. The were-folk live largely solitary lives except Werewolves, were-ravens & were-Boars.
The Išnitranii (Ish-nit-ra-nii, Aasamar): [Like the Fellborn they are likely getting cut from the setting.]
The Išnitranii are a race of celestial blooded humanoids akin to both Fellborn & Fey, in that they are mixed of humanoid blood & that of an outsider. They are as varied as Fey & Fellborn in appearance & demeanor. Unlike both Fellborn & Fey they are descended of the celestial deities, while the Fellborn & Fey are descended by the chthonic & Earth deities respectively. Their ancestry is derived from demi-god heroes from the age of God-Kings or angelic servant of the celestial gods.
The Išnitranii are found a variety of sizes & builds, as well as appearance depending upon who their celestial ancestor was (often taking aspects of their celestial ancestor; from eye & hair color to horns, great strength or the ability to sprout wings & fly). Generally they stand anywhere from 4’5”-7’ tall & with an athletic build. Hair & clothing style, as well as the kind of armor & weapons Išnitranii use depends on the community they live in & at time their profession. Unlike the Fellborn & Fey they are not tribal in nature, they often live generally in isolation in small clans in the wilderness or they live in a nomadic community as the Yas’ Zekarim do or as lone wanderers, adventurers or heroes. They are often drawn to religious service in some fashion or another. Fighting against chaos & monsters are common pursuits, leading Išnitra to become rangers, paladins, clerics & knights, but there are those who are more attuned to other pursuits depending on their celestial ancestor.
The Išnitranii are a varied people, ranging from stoic defenders of justice to gregarious pleasure or adventure seekers. Generally the Išnitraniirarely succumb to malicious tendencies, not that they are not prone to violence at times, they are just find such things as antithetical to their character. They find most monsters & Fellborn as blights upon the world, but are willing to overlook Yas’Zekarim’s fiendish blood if they can prove themselves to be unaligned to the chthonic gods…but it takes them time to overcome their ingrained suspicion of all Fellborn in their case. But once that trust is won, they will treat them as anyone else they befriend. The Išnitranii are the only non-human race the Anthorii people openly embrace no matter where they live & will even tolerate their use of magic as they see it as a divine gift not an infernal one.
Chthonoi (‘Thon-oi): [These are definitely gone when I revise the setting.]
Chthonoi are related to Fey, Išnitra & especially Fellborn in origin. They are humanoids descended from a mating between humans & earth (non-Fey) or chthonic deities or their agents. Unlike the fey, Išnitra & Fellborn their forms are generally uniform much-like elves. They are more akin physically to elves than to Fellborn & Išnitra, but their appearance & abilities depend on their sub-race. There are three Chthonoi sub-races depending on who was their ancestral sire. The Chthonoi are common in the southern regions of the Empire of Khalidûr & the Mong’Zhuul Jungle region.
• Chthonoi-Var (pr.‘Thon-oi-Var): Var as they are also known,are descended from earth deities or their agents. The Var are tall (5’5”-6’5”) & general strong (but not as strong as Dwarves or Orcs). They look like a cross between an elf & orc, but with short horns sprouting from their foreheads. Their coloration is olive green tinged brown to clay red, their eyes look like their irises were carved from amber, jade or emeralds pierced with jet. Their hair is thick & dark in coloration from mud brown to jet black. Their ears are wide & long as elves, plus they have small tusk like teeth like orcs & short tails. The Var utilize scarification, piercings & body paint as decoration, but rarely tattoos. The Var wear mainly finely crafts leather goods & rough spun linen or woolen clothing in simple utilitarian style. They utilize simple weapons made of magically strengthened bone, wood, stone or steel. They cannot use cold wrought iron or silver, like Fey it hurts them. The Var don’t judge a person by his or her gender, their actions speak of them & their character. Honor, loyalty & liberty matter the most to Var. The Var live in small tribes broken into clans ruled by the most worthy elders of the clan & tribe. The Var tend towards barbarian warrior, ranger, bard & druid professions. The Var are passionate & a lusty people who enjoy life in all its forms, be it love or war.
• Chthonoi-N’gal (pr. ‘Thon-oi-N’gal): The N’gal as they are also known; they are descended from agents of the gods of death to their priesthood and are very rare. They are a grim race, which looks like slender androgynous vampiric looking elves; with pale chalk white skin & jet black hair. They are often confused with dark elves for that reason. The N’gal are generally nocturnal & must consume blood, but they are not undead it is simply an aspect of their heritage. They need the life essence & iron that resides in fresh blood. They rarely feed to the death of their victim, but it can happen if they are starved or in a blood rage. They are weakened by silver & direct sunlight. N’gal dress in dark clothing of blacks, blood reds, rust-brown & reddish purple. They prefer light armor & weaponry, especially rapiers, sabers & black powder weaponry. N’gal are often found in warrior, priest, sorcerer, divination or necromancer professions.
• Chthonoi-Šar (pr. ‘Thon-oi-Shar): The Šar as they are also known; are descended from Succubae or Incubi. They are the most common of the three sub-races of Chthonoi. The Šar are human height but look like Vos Elves, but are more positive of demeanor. The Šar are very charming & tend toward social or rogue-ish professions. The Šar shape-shifters who as they get older & more experienced can change shape more & more often at will. They have a talent for mimicry, acting & the arts. The Šar can also release a pheromone to attract & incite a lustful ardor in those they choose that increases in potency as they age. They prefer magic dealing with enchantment of others, shadows or rogue-ish talents. Their style of dress & the weaponry they use depends upon the society in which they are dwelling in.
[Both the Graal & Saar races with be revised from these write-ups to a degree; but over all will be much the same.]
Graal are one of the “corrupted” races of Skârn, from the time of the God Kings. The Graal are actually a group of related races, they are thus: Vor’Graal or “True” Graal, are a feral barbarous race beholden to their dark God. Then there are the Ard’Graal or “High” Graal. They are close cousins to the Vor’Graal, but have rejected their old God & now worship the war-like gods of the new pantheons. They are also more self-disciplined & benign in temperament than their Vor’Graal kin.
Both the Vor-Graal & Ard’Graal rule their respective societies. Which are made up of Og’Graal or Half-Graals, who oversee the raising of Graal children & management of slaves, as well as serving in other needed professions such as warrior-mages, traders/merchants & diplomats. Saar’Khôr are smaller & more agile Graal-kin. They are often scouts, sorcerers, priests & assassins for the Graals. Og’Saar, are in turn half-Saar, they are often rangers, rogues & night-blades.
All Graal, be they Ard’Graal, Vor’Graal, Og’Graal (ect) have skin color from light olive green to reddish-brown. Their eyes run from green to black, with red only among arcane oriented Og’Graal, Sarr’Khôr & Og’Saar. While all Graal who have vilolet eyes are chosen by the Gods & serve then from the time they are whelps, when they begin their training. All Graal love tattoos, piercings & jewelry (except for the Vor’Graal).
• Vor’Graal (pr. Vor’Gräl): are tall & mighty of build. They have a more beast-like visage than other Graals & are prone to blood lust & berserker rages. They live in rough tribal societies where might equals right. Those lesser Graal who live in Vor’Graal society are often just as wicked their Vor’Graal kin. Vor’Graal, like their Ard’Graal kin, cannot tap into arcane magic but can do so with divine magic thus become shaman.
• Ard’Graal (pr. Ard’Gräl) are tall & strong of body, but unlike the Vor’Graal kin are more “mannish” in visage. The Ard’Graal stand between 6’to 7’in height on average with solid muscular builds. Hair style is varied, depending upon the tribe. It goes from mostly shaven with a top knot to a mane of dreads. Clothing for most Ard’Graals is hides & furs, supplemented by woolens.
Ard’Graal are primarily warriors but can tap into divine magic so can become shaman (druids). Though they cannot tap into arcane magic, they can use arcane items won in battle or made by their Ôg’Graal or Saar’Khôr kin. Dueling is considered an honorable way to deal with insults & other personal disputes.
• Og’Graal (pr. Og’Gräl) are shorter & less physically impressive than their Ard or Vor’Graal kin but, are still stronger than most men. They stand between 5’5” to 6’5”in height, with a more toned yet still impressive muscular build. Their dress & hair styles match their Ard or Vor’Graal kin, depending on which society they are apart of. That also shows in their temperament. Those raised among Vor’Graal are often wicked & cruel upon their lesser. Whereas those who were raised in Ard’Graal ruled communities are albeit feral in nature, are honorable & can be kind. Also unlike their Ard’Graal or Vor’Graal kin, Og’Graal has some ability in arcane magic, but cannot become full mages yet can become talented sorcerers or witches. They are also often rangers, healers & shaman for their community.
• Saar’Khôr (pr. Sär’Khōr) are short & agile kin of Graal. They stand from 3’ to 4’ in height & have leaner toned bodies than their Graal cousins… They are more beautiful than their Ard’Graal & Og’Graal kin. Which they take great pride in their looks appearance. Their clothing is mainly made up of fine linens & when available silks, fine leathers & furs. They are great craftsmen & masters of the “subtle arts”. Though they serve Ard’Graals they live in their own communities in the lower reaches of Graal settlements/Holds. These are often subterranean complexes, called “warrens”. Which Saar’Khôr create even when living in mannish realms.
• Vor’Saar (pr. Vor’Sär) are much like their Saar’Khôr kin, except much like their Vor’Graal overlords are twisted & feral. Where Saar’Khôr value art & beauty, Vor’Saar value causing pain & sorrow. Their society is devoid of kindness, they delight in torture & developing poisons. They act as assassins, raiders & scouts for Vo-Graal society. They hate their Saar’Khôr kin & won’t pass up a chance to capture & enslave them. If that is not possible, they will try to kill as many as possible before escaping back to your lairs.
• Og’Saar (pr. Og’Sär) are smaller & more agile than Graals & men, yet taller & stronger than their Sarr’Khôr kin. Standing from 4’ to 5’ tall. Otherwise they are much like their smaller Saar kin in appearance & culture.
Fellborn (Yas’Ĉôkarim; pr. Yas’Chōkarím):
[This race is likely going to be written out of the setting as I want to get rid of 3.5-5e D&D-isms.]
The Fellborn are a fragmented society of fiend-touched folk. They are descended from the union of men & fiends. Those of the “purist” blood (those with high fiendish blood) hold high position within the overall Fellborn society. Fellborn live by the maxim “Might is Right”. Those with the power lord it upon those who don’t. This goes all the way to the slave classes. Each level above lords it upon those below them.
Magic, be it infernal in nature or hermetic is commonplace & often involves dark rites that corrupt those who use it. As ones power grows so do its effect upon the user. This leads to mutations amongst practitioners of dark magic. That, and the infernal taint of the “pit”, has infected even those who do not use these arts.
Fellborn society is split into four castes as follows (with a fifth “tribe” who has rejected their people’s dark gods & twisted ways). They are below:
• Yas’Vekarim (pr. Yas’Vekarím): They are the rulers of Fellborn society. They are the purist of infernal blood, being 1st to 3rd generation Fellborn. Their bodies are varied & show more of the taint of Ür-Tarkor. They are brutal & vile people, who delight in causing mayhem & pain. They are the nobility & warrior castes of Fellborn society. They often study the darkest magic as sorcerers & necromancers. They are also the High Priests of their infernal Gods.
• Yas’Sekarim (pr. Yas’Sekarím): Are the middle caste of lesser nobility & merchant-princes of Fellborn society, they range from 4th to 9th Generation Fellborn. Like all fellborn, their bodies & personalities vary in how their infernal taint shows itself. They are not as demonic in form, yet are more demonic than both the Yas’Xokarim & Yas’Zekarim of 10th & later generations.
• Yas’Xôkarim (pr. Yas’Shōkarím): Are the lowest of Fellborn, but above the mutants of the “corrupted”. They are freemen & women, but have less power & influence in higher Fellborn society. They serve as the merchant & skilled labor overseers. They also serve as common soldiers, lesser mages, diplomats & spies/assassins, as they can hide their infernal taint best.
• Yas’Šekarim (pr. Yas’Shekarím; the corrupted): They are the lowest of Fellborn, the mutant slave class of Fellborn society. They derive their corruption from the “tainted” soil of the “pit” in which they live & work. Unlike the other fellborn their mutations are not gifts & often grotesque in nature. The worst are little better than shambling monsters used in arena sport or escape into the outlying region where they prey upon the unlucky ones who cross their paths.
• Yas’Zekarim (pr. Yas’Zekarím): Are the outcasts of Fellborn society as they have forsaken their dark gods & fellborn society. They live in nomadic clans in wagon or river boat caravans. Like all Fellborn, they are varied in appearance because of their infernal blood. They are often persecuted by others because of their infernal blood but bear it well as it is far better than living amongst “traditional” Fellborn society. Of the other races they are only fully accepted by Saar’Khôr & Ôg’Saar.
They are avid musicians, dancers & artists. They also are skilled craftsmen & proficient magic users, who often become powerful sorcerers, warriors or shadow-magi, rangers & witches. Their wagons & boats are elaborately carved & painted. They, much like Ôg’Saar are beautiful & proud of their appearance. They dress in varied styles of clothing, but they are often died in dark colors. These cloths are commonly made of fine linen, silk & supple leather. Yas’Zekarim of both genders is fond of wearing fine jewelry, as well as adorning their flesh with tattoos & piercings.
Ssul’Lenim (pr. Ssūl’Lením):
[Another race I'll likely write out or turn into a NPC only race/culture.]
Ssul’Lenim is a race serpent blooded shape-shifter folk. They are largely human in nature but were blessed by their Gods. Their pantheon is led by Ssul’Sinistra, the Serpent queen of the earth. It also includes Ssul’Endra Goddess of wisdom, magic, writing, language & medicine, as well as her brother, Ssul’Rahziik, God of war, death, hidden knowledge & secrets. The Ssul’Lenim, are a tall race, most stand 5’5” to 7’5” at the tallest. They are also a largely slender & agile people. Their skin color is mainly olive, while the fine scales upon their heads & down their backs vary in coloration depending on their region & caste they are born into.
As shape shifters Ssul’Lenim have four forms they can use. Their main humanoid form is their natural form they are born with & revert too when they are made unconscious or die. They have scaled bony ridges upon their heads, serpentine eyes & fangs like a vampire. Their second form is a scaled, slightly elongated body, with a serpentine head & can deliver a bite attack (certain castes these bites can be venomous & deadly).
Thirdly, is the fully hybrid form with an elongated leg-less torso that ends with a long snake-like tail & a serpentine head (with bite). Lastly, they have a giant serpentine form, which is often used to escape or hide & wait in ambush to strike at an unsuspecting foe.
The Ssul’Lenim, wear mainly utilitarian clothing depending upon where they dwell. Those that live within the jungles & swamps, wear light & non-restrictive clothing in shades of green & browns. While those who live in the hidden holds, lying beneath the mountains & badlands bordering the Great Blood Desert, they wear robes and such in colors such as light brown, brick reds, burnt orange & mustard yellows. They are fond of jewelry, like rings, bracelets & necklaces.
The castes Ssul’Lenim society are:
• Ssûl’Isvidim(pr. Ssūl’Isvidím): The noble caste, high Magi, & High Priests.
• Ssûl’Lasvidim(Ssūl’Lasvidím): The Warrior caste, including warrior-mages, soldiers Templars, & Rangers.
• Ssûl’Levidim (Ssūl’Levidím): The “Shadow Caste”: Spies, Assassins, diplomats & scouts.
• Ssûl’Rinnidim(pr. Ssūl’Rinnidím; Freemen): Commoners, merchants & Tradesmen.
• Vol’Ssûl: (pr. Vol’Ssūl; Not-Ssul) Free resident outsiders.
• Vol’Rinnidim: (pr. Vol’Rinnidím; Not-Free) the slave caste.
Tar’Šuulim (Tar’Shūlím): [This race may or may not be revised or cut out, I have yet to decide. Note the Dune influence.]
The Tar’Šuulim, are a mysterious race of semi-nomadic folk who dwell in the great blood desert. They are private people who value honor & freedom. They are known as shrewd traders, valiant warriors, fine explorers & seekers of lost knowledge. They cross the desert seeking lost lore & treasure, often trading with those they come in contact with. Though they are nomadic by nature, they have fortified strongholds scattered throughout the badlands of the desert. These are the clan holds for the various Tar’Šuulim tribes. They also hold great underground reservoirs that sustain their communities & gardens.
Tar’Šuulim, are of average to tall height (5’6-6’6), often lean but toned muscular physiques. They have reddish brown skin & hair ranging from reddish brown to coal black. They have slightly larger almond shaped eyes that have a protective membrane that protects their eyes from sand. Their eyes tend to be orange to red or light brown in coloration. Those marked by magical ability have solid black eyes. This mutation grants them added vision at night but limits their day light vision unless wearing protective goggles. Tar’Šuulim, have small ears that lie close to their skulls, with a bone-like ridge running around the outer curve that stops short of their lobes.
Tar’Šuulim, are fond of tattoos & wearing jewelry. When out in the desert, they wear loose robe-like tunics over loose pants & they also wear light & supple leather boots & gloves. Tar’Šuulim, also wear elaborate protective head dress, made up a shaped cap over which a head scarf is wrapped around it, as well as their faces & necks. Their eyes are covered by goggles or masks that keep sand & sunlight from their eyes. All clothing is in reddish brown in coloration, to better blend in with the sands of their homeland.
While in their clan holds, they often wear minimal clothing. Men normally wear little more than knee length kilts & sandals. Women, wear more elaborate but suggestive clothing, except among the elders which utilitarian tunics or robes befitting their age & honored status. Also young girls & unmarried women often only wear kilts & sandals. Tar’Šuulim, are fond of arm & ankle rings. Only female or homosexual & hermaphrodites Tar’Šuulim, get body piercings.
Tar’Šuulim, are a matriarchal society, where linage is traced through the mother. Women rule Tar’Šuulim society, yet they treat their men with respect & near equality in most things. Male Tar’Šuulim, are the core laborers & warriors. They also serve as the bulk of the traders, so are the most commonly met of their race. Women serve as the core of the priesthood, tribal leadership & bulk of the magic users in their society. Men can be priests & mages, but are rarer than among woman at being called to those professions.
The Tar’Šuulim society is split into three tribes: the Sû’Keš, the Hâr’Keš & the Tar’Keš. Each tribe is divided into three clans. Each clan has control of one of the nine ancestral Holds of the Tar’Šuulim, and is ruled by the clan mother and her daughters. The clan mothers represent their clans in their tribal council. They also sit on the greater council at the annual moot of the tribes.
Family in Tar’Šuulim society is polyandrous where women often have more than one “husband”, but never more than three. Homosexuals & hermaphrodites hold a special place in Tar’Šuulim society. They serve as the bulk of the domestic labor force & are often called to serve the deities as oracles. They are also the most commonly called male Tar’Šuulim to study the magical arts. Bisexuality is very common in Tar’Šuulim society, but both full homosexual & hermaphrodites are rarer. Both male & female Tar’Šuulim often takes multiple lovers throughout their lives & taking those of the same gender is considered natural & fully accepted.
Tar’Šuulim worship their own pantheon of deities, it is one of the few that is headed by a goddess & has hermaphrodite deities. The few male deities are the gods of war, death & disease. The Tar’Šuulim pantheon is one of the last remnants of the old Tanjaran imperial religion along with the Ssul’lenim pantheon. The only other remnants to the old Tanjaran imperial religion are both the Sorcerers of Zhorim & the people of the city of Khalreb. Religion & ritual play an important part in the daily lives of the Tar’Šuulim. They pray at least twice a day if not more often. Their holidays are celebrated in elaborate multi-day festivals in all clan-holds; those who are exiled or away from them during festival time, will try to find a local Tar’Šuulim trade enclave nearby to celebrate these festivals.
Phǽrahim (pr. Phārahím; Elves): [I am not sure what changes if any I'll make to the elves of this setting.]
The Phǽrahim are “fey-touched” race that inhabit the primal forests of the world. They are seen either as tricksters not to be trusted, noble yet xenophonic rulers of the Fey or blighted reavers. They are generally manlike in form and are split into several sub-races.
• Ard’Phǽrahim (pr. Ard’Phārahím): Also known as High Elves, who rule the Fey in both the mundane and Fey Realms; and they also serve as the Knights of the various Fey Courts. Ard’Phǽrahim are a proud and arrogant race, who guard their realms with xenophobic zeal. They treat lesser Fey and Elves as little more than servants and see half-blooded Fey as an abomination to be purged from their communities when found. Ard’Phǽrahim are a tall and extremely handsome race, and have a slight nimbus that surrounds them, which is noticeable at night, especially under the light of the full moon. They dress regally in a fashion similar to the human cultures they live near. Ard’phǽrahim are extremely long lived and breed and marry for life, but are known to take lovers often prior to this. They serve the Gods of Nature almost exclusively.
• Vos’Phǽrahim (pr. Vos’Phārahím): Which are commonly known as “Rootless (Vos)” Elves, as they are from forests where their “Heart Tree” has been cut down or tainted, thus losing their link to the Fey Realms. By losing this link to the Fey lands, it has caused many to commit suicide from the grief. Those that survive often wander the world in clan based nomadic caravans much like Yas’Zekarim or live in human cities. Vos’Phǽrahim often form close ties with both Yas’Zekarim & Saar’Khôr. Vos’ Phǽrahim share much in common with their Kos’Phǽrahim kin, but are often more somber in demeanor, especially among the oldest members of their people. While the younger generations try to find joy in life, yet are often plagued by dark moods from time to time. They are the most common full-blooded Elves seen in the world. Thus, they are the parents of the bulk of the Half-Elves (Og’Phǽrahim) that populate the world. They have a deep of love music, poetry, art and dance so make up much of the Bardic Collages’ staff when encountered in such institutions. They create some of the most darkly poignant and beautiful music and art produced in the world.
Bards, warrior-mages, rangers, druids and rogues are common professions for both Vos’Phǽrahim and their Og’Phǽrahim kin. Those that take up religious callings often choose the druidic path, especially among the nomadic clans. Those who dwell in human cities often become clerics of the regional deities of where they dwell. Vos’Phǽrahim are shorter than Ard’Phǽrahim, with longer ears and have pale almost bluish tinged skin and often long black hair. Their eyes are blue, silver grey or black in color. Most people are not sure if it is their native coloration or a result of losing their connection to the Fey Realms via the destruction of their Heart-Tree (but it is caused by that great loss). Vos’Phǽrahim frequently adorn their bodies with tattoos, often infused with arcane magic.
The Vos’Phǽrahim wear elaborate clothing but with out the typical nature based motifs. Depending on if they are members of the nomadic clans or those who try to carve out a life in the smaller woodlands or mannish communities, will determine how their style manifests. Those of the nomadic clans prize a mix of colors, usually blues, purples and black, embroidered with silver thread. Those in mannish towns dress in what ever styles are common in those communities, while those who live in smaller woodlands favor earth tones, especially of green and brown of their Kos’Phǽrahim kin. Those who dwell among the humans in cities dress as their human neighbors do, but still incorporate some elfin style elements.
• Kos’Phǽrahim (pr. Kos’Phārahím): Are called Kos’Elves or “Rooted” or “Wood” elves by humans. They are much like their Vos’Phǽrahim kin in build and style of dress. The way they differ is that they are more jovial and friendly nature. Plus they are more tied to the lingering presence if the Fey lands in the mundane world. They live in wondrous cities that meld into the natural landscape of their woodland homes, which are ruled by Ard’Phǽrahim. Kos’Phǽrahim often have dealings with most races, unlike their Ard’Phǽrahim kin, as the young often travel to experience the world before coming back to their homelands and find a mate to start a family with. This is called the “season of roaming”. Many half-elves are born among these journeys, those born of Elvin mothers are often (but not always) raised by the human father or by friendly Druids or rangers, as half-breeds are forbidden in their society. Kos’Phǽrahim are often trained as rangers, bards or druids, while some choose to become sailors for a time to better see the world and its wonders.
• Og’Phǽrahim (pr. Og’Phārahím; Half-Elves): Half-Elves are uncommon in regions dominated by High Elfin society, but those found outside the dominion of the High Elves are either of the rarer Sylvan blooded kind or more commonly of Vos Elfin blooded kind. All half-elves are forbidden from entering into the Great Elfin Forests; as the High Elves see them as an abomination to be purged from the world. Any Sylvan Elf who is found guilty of having half-breeds is banished from these realms on pain of death. They and their half-blood child are stripped of their connection to the Fey Realms & the Heart-Tree, thus becoming a Vos Elf. Most Sylvan Elves that are punished so for such a “crime”, are female elves who often commit suicide in their grief. Since male Sylvan elves don’t carry children it is nearly impossible for them to be caught breaking this law so rarely punished as such. Sylvan half-elves dress and arm themselves much as the men they dwell with do. The Vos half-elves often draw from their elfin kin their personal clothing style and armament. Though they are not as somber as their full blooded kin, they do feel that there is something missing from them, unless they were born to a Sylvan Elf and discovered, they are then stripped of their connection, thus becoming newly Vos so they feel the full impact of their loss.
• Dark Elves: Dark Elves rarely enter the Wilds of Drun except to raid for slaves and war upon the Elves of Woodheart; but are found throughout Skârn. Dark elves are also known as “Rhúl” (tainted or corrupted) or “Rhúk” (Mad) elves, but call themselves “Uk-Dur” (unchained) elves. They are Vos elves of High Elfin blood. Because of their deeper connection to the fey realms, loosing this connection shatters their sanity and often leads them to fall prey to the dark gods of nature, such as Vurog of whom they honor in their dark rites. Dark elves look much like their Sylvan based Vos kin physically except they are taller and lither in build. They wear dark clothing made up of leather, often decorated with spikes, blades and death motifs. They commonly wear white and black war paint during raids or on the war path. The weaponry is wickedly crafted to create fear in their opponents and extra damage in combat. Their armor is like wise wickedly crafted but it is often heavier than what is typical for elves, with chain and plate common among the elite forces. Dark elves live in their corrupted forest homes; that are home to twisted, thorny trees and black obsidian and granite buildings, decorated with spikes, blades and death motifs much like their armor and weapons. Dark Elves take great pleasure in causing pain and mayhem among the rest of the races, especially other elves.
Hob-Goblins: [Not sure about them but likely will be NPC only unless playing a Fey based campaign.]
Hob-Goblins, who are also known as shifters by men, as they are fey shape-shifters that are aligned to animal spirits. They are not ruled by the fey courts but answer to the animal spirits they are kin to. They vary in size, shape and personality depending on what animal spirit they are linked to. The most common animal spirits and thus hob-goblin folk are: wolf folk, fox folk, boar folk, puma folk, raven folk and bear folk. Lycanthropes are descended from these people who were cursed by the mad god of beasts, Vurog.
Hobgoblins have three forms that they can shift to and from. Their primary form is a fusion of their animal and elfin forms. Their elfin form is only taken when around men, or at least those that never seen their true form or when visiting the fey courts. Their animal form is larger than normal for its kind and they can speak in that form.
• Bear folk Hobgoblins are rare and mostly solitary in nature. They are also the largest and strongest of the Hobgoblin kindred. They hibernate during winter and live near regions with large bear populations. Bear folk wear basic clothing only if they need to. They are fine crafters of mead and workers of stone. They rarely use weapons or armor, but if they do it is made of magically strengthened stone and wood or bone construction for weaponry or hide for armor. They are tall and bulky of build, but with great strength hidden under their girth. They are very hairy in both their elfin and hybrid forms. Bear folk are anti-social at best and veritably bellicose when upset.
• Boar folk Hobgoblins are found in small families and can be either very crude or belligerent when in a foul mood. When enraged they can be recklessly aggressive, often flying into berserking rages. They live in regions with large boar or warthog populations. They are short, often fat but tough people. They are fond of cooking food, brewing mead (which they rival Bear folk at) &cider, plus they enjoy raising pigs. They love pork, apples, nuts, root vegetables and mushrooms (especially morel and truffels). They wear rough spun wools and linens, plus leather goods, in simple utilitarian style. Boar folk wear scale male and use steel weapons (especially axes and hammers) they buy from Dwarves.
• Fox folk Hobgoblins are generally solitary or live in small families. They are short, lithe & very agile and quick. They are the one of the more attractive Hobgoblin folk, next to the Puma folk. They love to dress in elaborate clothing, in reds, greens, grays and white, often in plaids. They utilize small and light weaponry they buy or trade from Sylvan Elves. They rarely wear armor except in well crafted (& often enchanted) leather or wood scale of elfin make. They are the friendliest but also the most prone to mischief of hobgoblin folk. They are also the most welcome of hobgoblins in Elfin Court and mannish communities. They love to dance, sing and cook. They love cooking with honey, wine and cream, plus fresh herbs.
• Puma folk Hobgoblins are tall, leanly muscled and strong shifters. They are also the one of the most attractive of Hobgoblin kind. They are solitary in nature but can be found in mated pairs. They love to hunt and fish. They live in deep hilly forests or forested mountains, away from men. Puma folk prefer simple utilitarian clothing. They wear leather armors and use light weaponry made by Dwarves. They dislike Wolf folk, but tolerate Fox folk, of whom they share a friendly rivalry. They are known for their smoked fish and sausages, as well as their leather goods.
• Raven folk Hobgoblins are found in small “murders” or clans. They are the only other well accepted hobgoblin kind in human communities other than Fox folk. They are fond of shiny things & are well known as excellent jewelry crafters. They are fond of magic and study it when ever they can do so. Raven folk will eat most any kind of food but love bread and sweets made with nuts, seeds and honey. Of the Hobgoblin folk they often live in abandoned mannish homes or towers both, in the wilds or in towns. Raven folk rarely wear other colors than black, dark gray or deep purple. They love to play music, dance and drink, so like Fox folk are often the life of the party at any event they are invited to. They are a proud folk & can be vindictive if crossed. They only use magic and light weaponry to defend themselves.
• Wolf folk Hobgoblins are tall, well muscled and handsome hobgoblins. They are found in small “packs” clans built around the strongest alpha male. They travel in regions where wolves are common. They are a nomadic people, who are hunters and gatherers, who rarely settle down. Wolf folk and Puma folk do not get a long at all. They see all but Bear folk as weak & unworthy of respect, with the exception of Boar folk, which are seen as tough but foolish. Wolf folk only wear leathers & furs, except in armor which is often chain shirts and they often use wooden shields. They also only use short swords, axes & spears that they trade for from Orcs.
Khôss (pr. Khōss; Dwarf): [I am not sure what if any changes I'll make to my Dwarfs]
Dwarfs are short, strong & proud folk native to the mountains of Skārn; often coming into conflict with Giant-kin, as well as Vor’Graal & Vor’Saar that share the mountain ranges they call home. They stand between 3’0”-4’0” in height, with stout well muscled bodies, that go to fat at extreme old age. Dwarfs have ruddy to stone gray skin that has an almost stone-like appearance. They have eyes ranging from amber red to jade green, their hair ranges from copper red to steel gray in coloration. Dwarfs are proud of their facial hair & often wear it in elaborate styles. Those who live among humans have the most variety of facial hair, often in various styles goatees & mustaches, when not worn in elaborate beards.
Dwarfs often wear utilitarian style clothing, as it is seen as more practical. Though, they are known for their elaborate ceremonial & celebratory clothing, which rivals those of both Elves & men. Dwarfs love to work stone & metal, of which their armor & weaponry is often made. They are also fond of alchemy & are the founders of black powder & the weapons that use it. They often sell their armor & weapons to others for food stuffs, leather goods & fine sturdy woodwork. Dwarfs use heavy armor when they can afford to & still prefer traditional Dwarven weaponry of axes & hammers, though crossbows are common & so are black powder weaponry among the aristocrats & wealthy traders. Where as Dwarfs dress in a utilitarian fashion, aristocrats & merchants love to wear finely crafted jewelry in gold, silver & mithril.
Dwarfs are a patriarchal & clannish race, which is strictly structured. Though not overtly war-like or xenophobic, they are suspicious of non-Dwarfs, but have close relations with men & hobgoblins. They stir to war slowly & only if their clan holds are endangered or those they hold binding treaties with are threatened with immediate destruction. Their most common foes are Vor-Graal, Vor-Saar & various Giant-kin. Women folk are rare thus are protected as gifts of the gods. Women-folk are forbidden to be warriors & are expected to raise families, serve their clans as part of their priesthood or as the rare magi. Outcast female Dwarfs are the only female Dwarfs allowed outside the clan holds & live in human communities taking men or half-elves as mates. Male Dwarfs unlucky enough to not win the hand of a Dwarven maiden will often leave the clan hold as either a merchant, a roving craftsman or mercenary & marry are Half-Elf or mannish woman.
Og-Khōss (pr. Og-Khōss) (Urdanim or Half-Dwarves): Og’Khôss are currently uncommon, but often found in human cities living in small Dwarven enclaves. Og’Khôss are now a true-race & no matter whom they mate with (sans full-blood dwarves) they breed true; so their numbers are on the rise. Nobody knows why, but some believe it is a gift of the gods of the earth to help bolster their numbers after centuries of decline. Their patron deity is Ur’dá in the North, who is also known as Taarna or Jarra elsewhere; thus they are also known as Taarnanim or Jarranim.
Og’Khôss are about human sized (3’5”-4’5”) but are bulky & strong of build. Their coloration & appearance is like that of their Dwarven kin, except as noted & they often dress more elaborately. Male Og’Khôss rarely wear full beards preferring goatees, mustaches and/or side burns. Women Og’Khôss wear elaborate hairstyles, often shaving a portion off and/or incorporating braids or dreads. They are exotically beautiful, with full lips, ample curves and sultry almond shaped eyes.
Og’Khôss are stronger than men, but less agile & less able to master arcane magic than humans. But unlike their Dwarven kin they can do so & often meld it with the items they craft & sell. Unlike their Dwarven kin female Og’Khôss are common & Dwarfs who cannot find a full Dwarven maiden will search out an Og’Khôssite maiden. Those that do choose to stay in human cities as Og’Khôssite women refuse to live in gilded cages as their full blooded female kin do. Og’Khôss of both sexes love piercings & tattoos, and often work in those trades. They are master craftsmen & alchemist like their Dwarven kin.
Though Og’Khôss are sturdy & strong like their Dwarven kin, they get claustrophobic underground; they are not good with mining & suffer from vertigo in high places, so rarely travel in mountains or on the rare sky-ships. But Og’Khôss unlike their Dwarven kin love water & working on board ships & other water craft. But much like their Dwarven Kin, they are not fond of horses but will drive carts, wagons & chariots, of which they are highly skilled at doing. Though Og’Khôss are only fair stone crafters, they are great metal workers, jewelers and wood workers. As fine woodworkers they enjoy crafting furniture for their Dwarven kin & wooden tools & furnishings for their own. They are also exceptional crafters of black powder weaponry.
Og’Khôss get along with men, Hobgoblins, Half-Elves, Sylvan & Vos Elves, as well as Yas-zekarim. They are the most common Dwarven Folk seen travelling in the outside world. They work as craftsmen, merchants & mercenaries, as well as sailors & pirates.
Trolls and Giants: [These will likely stay as written.]
Trolls and Giants are common in the mountains of the world. Trolls frequently raid the various small villages for food and slaves. Giants raid less often than Trolls as they cultivate their own herds of giant animals and brew their own alcohol and they are less vicious as well. A powerful and cunning troll may take over a Vor-Graal, Ogre or even Vor-Saar tribe to rule. They are often smarter than Ogres, but not by much. They tend to wear little in the form of clothing or armor unlike both Ogres and Giants. Giants wear clothing typical for the region they live in, and use weapons and armor they themselves craft, where as Trolls get them as tribute from the tribes they dominate or trade for them from either Vor-Graal or Giants, for slaves.
Giants stand between 16 to 26 feet in height, where as Trolls generally stand between 9 to 12 feet in height. Trolls will often take Orc slave women as mates if they cannot find a willing Trollish female to mate with, these offspring are Ogres. The smaller Trolls will occasionally mate with mannish slave women too. The very rare Half-Trolls, who survive these births and are not eaten, are often cruel but intelligent beings often referred to as Ogre Magi.
Ogre Magi: Not all Ogre Magi are evil beings but those raised among Trollish communities are so. The extremely rare chance that a human woman who can escape and survive long enough, to give birth to an Ogre Magi and chooses to not kill it and then raise it. Then that Ogre Magi will have a greater chance at resisting its trollish blood. It is unknown why mannish blood produces Ogre Magi among Trolls.
Like their Ogre kin, Ogre Magi are tall (7-9’) and strong but unlike Ogres, they are intelligent and cunning. They often study magic, which both Trolls and Ogres cannot do. They often worship dark Gods, along with Trollish or Giant gods. Ogre Magi also love well crafted homes, clothing, armor and weapons, which they often get from Giants or Orcs in trade for slaves, services rendered (as they are a mercenary lot) or fine alcohol they take pride in crafting. Like Ogres they often keep saber tooth tigers, dire wolves or even giant spiders as pets. Ogre Magi, mate with human or orcish slaves and like their Ogre kin, they breed true, and thus the Ogre Magi population continues to grow.
Ogres: Ogres are the shortest, weakest and stupidest of Giant-kind, as well as the vilest of their race. They are said to have Trollish blood, which would account for their immense size and strength. They stand from 7 to 9 feet in height. They love to eat, thus have a thick layer of fat over their well muscled bodies. They have little hair on their bodies and bald early in life. Female ogres are rare so male ogres often take trollish or orcish females or even a mannish slaves to mate with if they cannot find a female ogre to do so with. All Ogres breed true, some sages believe it a curse or blessing from their savage gods.
Ogres wear ill treated furs and leathers for clothing and use bits and pieces of scavenged armor to protect them from harm. They arm themselves with massive clubs, stone hammers or steel weapons made by orcs, in trade for slaves. They live in abandoned, often ruined keeps or towers, or in large dank caves. They keep large cave bears, dire wolves or saber tooth tigers as pets.
Xin’yôs (pr. Shin-yōs): [I am not sure on this races fate.]
The Xin’yôs are a short and agile race of inquisitive & inventive tinkers, as well as skilled magi. They are native to the various clusters of sky-islands dotting Skârn; including Arghesōs. Xin’yôs stand between 3’5”-4’5”, they have slender but toned physiques, small egg-shaped skulls & mannish faces. Their ears are elfin in shape but longer & slightly wider. Xin’yôs eyes are almond shaped with irises that range from jade green to amber orange. Their skin color ranges from chalk white to blue-gray & their hair ranges from platinum blonde to jet black. Facial hair is rare among the Xin’yôs, but when the males do sport it, it is pointed goatees & side burns.
Xin’yôs females are only slightly curvier than males, except in their buttocks & chest areas. Xin’yôs like to wear elaborate clothing; much of which have numerous buckles & buttons on them. They prefer their clothing in blacks, blues & grays; they are commonly made of fine linen, wool & fine leathers. Tattoos & piercings, as well as jewelry is popular with both genders among the Xin’yôs.
The Xin’yôs are adventurous & have no fear of heights. They often help build & pilot sky ships & other magical flying devices, of which they love to fly. Xin’yôs also are master animal trainers, especially of avian stock. Xin’yôs are rarely warriors, though they make good warrior-magi. They are often drawn to magical & “rogue-ish” occupations often becoming magi, thieves & sky pirates. Xin’yôs never wear heavy armors or weaponry, though they are fond of leathers, short swords, cutlasses, crossbows & black powder weaponry.
Xin’yôs society is based on limited government verging on anarchy, laws mean little to them but the search for both knowledge & adventure does. Females are born three to every one male so polygamy is common, as is prostitution as sexual liberty is encouraged in Xin’yôs society. Homosexuality & bi-sexuality is also common in their society, but hermaphrodites are very rare. Xin’yôs have strong ties to the Og’Khôss, Og’Phǽrahim, Yas’Zekarim, Saar’Khôr & Tar’Šuulim communities.
Xin’yôs enjoy dance, song & drink; they are often the life of the party. They often become bards & often make up a large percentage of the membership of Bardic Colleges. The arts are also popular in Xin’yôs, especially theatre, poetry & painting. The Xin’yôs have elaborate holiday festivals in celebration of their deities & cultural festivals. Their pantheon center on lore, arts, love/lust & rogue-ish pursuits, with the ‘war-like’ gods focused on defense & dueling as war is not a large part of their culture.
Were-folk:
Were-folk are the tainted remnants of Hob-Goblin races & the victims they spread their curse to. The Hobgoblins with the loss of their connection to the Fey Realm go mad & allow the corruptive influence of Anghra warp them into a feral shadow of their formal selves. Their bodies’ changes to appear more Elfin until the full moon would trigger their change & the dire hunger it brings with it. They take up a monstrous hybrid form fusing their Elfin & animal aspects of their former linked animal spirit. The were-folk live largely solitary lives except Werewolves, were-ravens & were-Boars.
The Išnitranii (Ish-nit-ra-nii, Aasamar): [Like the Fellborn they are likely getting cut from the setting.]
The Išnitranii are a race of celestial blooded humanoids akin to both Fellborn & Fey, in that they are mixed of humanoid blood & that of an outsider. They are as varied as Fey & Fellborn in appearance & demeanor. Unlike both Fellborn & Fey they are descended of the celestial deities, while the Fellborn & Fey are descended by the chthonic & Earth deities respectively. Their ancestry is derived from demi-god heroes from the age of God-Kings or angelic servant of the celestial gods.
The Išnitranii are found a variety of sizes & builds, as well as appearance depending upon who their celestial ancestor was (often taking aspects of their celestial ancestor; from eye & hair color to horns, great strength or the ability to sprout wings & fly). Generally they stand anywhere from 4’5”-7’ tall & with an athletic build. Hair & clothing style, as well as the kind of armor & weapons Išnitranii use depends on the community they live in & at time their profession. Unlike the Fellborn & Fey they are not tribal in nature, they often live generally in isolation in small clans in the wilderness or they live in a nomadic community as the Yas’ Zekarim do or as lone wanderers, adventurers or heroes. They are often drawn to religious service in some fashion or another. Fighting against chaos & monsters are common pursuits, leading Išnitra to become rangers, paladins, clerics & knights, but there are those who are more attuned to other pursuits depending on their celestial ancestor.
The Išnitranii are a varied people, ranging from stoic defenders of justice to gregarious pleasure or adventure seekers. Generally the Išnitraniirarely succumb to malicious tendencies, not that they are not prone to violence at times, they are just find such things as antithetical to their character. They find most monsters & Fellborn as blights upon the world, but are willing to overlook Yas’Zekarim’s fiendish blood if they can prove themselves to be unaligned to the chthonic gods…but it takes them time to overcome their ingrained suspicion of all Fellborn in their case. But once that trust is won, they will treat them as anyone else they befriend. The Išnitranii are the only non-human race the Anthorii people openly embrace no matter where they live & will even tolerate their use of magic as they see it as a divine gift not an infernal one.
Chthonoi (‘Thon-oi): [These are definitely gone when I revise the setting.]
Chthonoi are related to Fey, Išnitra & especially Fellborn in origin. They are humanoids descended from a mating between humans & earth (non-Fey) or chthonic deities or their agents. Unlike the fey, Išnitra & Fellborn their forms are generally uniform much-like elves. They are more akin physically to elves than to Fellborn & Išnitra, but their appearance & abilities depend on their sub-race. There are three Chthonoi sub-races depending on who was their ancestral sire. The Chthonoi are common in the southern regions of the Empire of Khalidûr & the Mong’Zhuul Jungle region.
• Chthonoi-Var (pr.‘Thon-oi-Var): Var as they are also known,are descended from earth deities or their agents. The Var are tall (5’5”-6’5”) & general strong (but not as strong as Dwarves or Orcs). They look like a cross between an elf & orc, but with short horns sprouting from their foreheads. Their coloration is olive green tinged brown to clay red, their eyes look like their irises were carved from amber, jade or emeralds pierced with jet. Their hair is thick & dark in coloration from mud brown to jet black. Their ears are wide & long as elves, plus they have small tusk like teeth like orcs & short tails. The Var utilize scarification, piercings & body paint as decoration, but rarely tattoos. The Var wear mainly finely crafts leather goods & rough spun linen or woolen clothing in simple utilitarian style. They utilize simple weapons made of magically strengthened bone, wood, stone or steel. They cannot use cold wrought iron or silver, like Fey it hurts them. The Var don’t judge a person by his or her gender, their actions speak of them & their character. Honor, loyalty & liberty matter the most to Var. The Var live in small tribes broken into clans ruled by the most worthy elders of the clan & tribe. The Var tend towards barbarian warrior, ranger, bard & druid professions. The Var are passionate & a lusty people who enjoy life in all its forms, be it love or war.
• Chthonoi-N’gal (pr. ‘Thon-oi-N’gal): The N’gal as they are also known; they are descended from agents of the gods of death to their priesthood and are very rare. They are a grim race, which looks like slender androgynous vampiric looking elves; with pale chalk white skin & jet black hair. They are often confused with dark elves for that reason. The N’gal are generally nocturnal & must consume blood, but they are not undead it is simply an aspect of their heritage. They need the life essence & iron that resides in fresh blood. They rarely feed to the death of their victim, but it can happen if they are starved or in a blood rage. They are weakened by silver & direct sunlight. N’gal dress in dark clothing of blacks, blood reds, rust-brown & reddish purple. They prefer light armor & weaponry, especially rapiers, sabers & black powder weaponry. N’gal are often found in warrior, priest, sorcerer, divination or necromancer professions.
• Chthonoi-Šar (pr. ‘Thon-oi-Shar): The Šar as they are also known; are descended from Succubae or Incubi. They are the most common of the three sub-races of Chthonoi. The Šar are human height but look like Vos Elves, but are more positive of demeanor. The Šar are very charming & tend toward social or rogue-ish professions. The Šar shape-shifters who as they get older & more experienced can change shape more & more often at will. They have a talent for mimicry, acting & the arts. The Šar can also release a pheromone to attract & incite a lustful ardor in those they choose that increases in potency as they age. They prefer magic dealing with enchantment of others, shadows or rogue-ish talents. Their style of dress & the weaponry they use depends upon the society in which they are dwelling in.